Hi, I've been working on a project that has somehow gone VR. Now, I want to use the Player Vicinity feature so I can activate hotspots by touching them with a controller (simply by parenting the hotspot detector to the controller). I already have a way to fire AC's input using Vive VR controller events (and one to do the same but run actionlist assets instead), albeit they're still sort of green but work. Anyway, the problem I have is that AC's player only allows for one Detector... I need a second detector for the second controller too... so, how would I go about having another trigger that does the same as the regular hotspot detector? is there a way to have the AC player check two hotspot detectors? or will I need to somehow fake the second one?
Anyway, as usual, any advice will be greatly appreciated.
Comments
Are you sure you're in need of the Hotspot Detector method though? All it really does is limit your interactivity based on vicinity - which should be built-in if you're physically selecting Hotspots with wands.
As you're running ActionLists directly, I'd say you don't even need Hotspots - and could use your own intermediary script to convert controller "clicks" into ActionList activations.
But in terms of interactability, AC's Interaction system only allows for one Hotspot to be "selected" at a time - i.e. one Hotspot label, one Interaction Menu, etc. Now you could still write your own system that incorporates existing Hotspots, but the fact remains you're still having to do this to a project that wasn't built with this system in mind when you were building it - so there's not going to be a "quick win" situation with this.
That said, all of the main functions that AC's Interaction system uses are contained within the Hotspots themselves, including the ability to run associated interactions by icon ID number: see this page of the scripting guide.